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		[page:Texture] &rarr;

		<h1>[name]</h1>

		<p class="desc">从原始数据（raw data）、宽（width）、高（height）来直接创建一个纹理贴图。</p>


		<h2>构造函数</h2>

		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
		<p>
			data 参数必须是一个 [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] 。
			其他参数对应于继承自 [page:Texture] 的属性，其中 magFilter 与 minFilter 默认为 THREE.NearestFilter。属性 flipY 和 generateMipmaps 初始设为 false。
		</p>
		<p>
			数据的解释取决于type与format：
			If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
			If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />

			For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />

			In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
		</p>

		<h2>代码示例</h2>

		<code>
		// create a buffer with color data

		const width = 512;
		const height = 512;

		const size = width * height;
		const data = new Uint8Array( 3 * size );
		const color = new THREE.Color( 0xffffff );

		const r = Math.floor( color.r * 255 );
		const g = Math.floor( color.g * 255 );
		const b = Math.floor( color.b * 255 );

		for ( let i = 0; i < size; i ++ ) {

			const stride = i * 3;

			data[ stride ] = r;
			data[ stride + 1 ] = g;
			data[ stride + 2 ] = b;

		}

		// used the buffer to create a [name]

		const texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
		</code>

		<h2>属性</h2>

		<p>
		See the base [page:Texture Texture] class for common properties.
		</p>

		<h3>[property:Image image]</h3>
		<p>
		Overridden with a record type holding data, width and height.
		</p>

		<h2>方法</h2>

		<p>
		See the base [page:Texture Texture] class for common methods.
		</p>

		<h2>源码</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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